networking
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74
external/steamworks/steamworksexample/p2pauth.h
vendored
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74
external/steamworks/steamworksexample/p2pauth.h
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//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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const int k_cMaxSockets = 16;
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class CP2PAuthPlayer;
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bool SendAuthTicketToConnection( CSteamID steamIDFrom, HSteamNetConnection hConnectionTo, uint32 cubTicket, uint8 *pubTicket );
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//-----------------------------------------------------------------------------
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// Purpose: one player p2p auth process state machine
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//-----------------------------------------------------------------------------
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class CP2PAuthPlayer
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{
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public:
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CP2PAuthPlayer( IGameEngine *pGameEngine, CSteamID steamID, HSteamNetConnection hServerConn );
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~CP2PAuthPlayer();
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void EndGame();
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void StartAuthPlayer();
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bool BIsAuthOk();
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void HandleP2PSendingTicket( const MsgP2PSendingTicket_t *pMsg );
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CSteamID GetSteamID();
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STEAM_CALLBACK( CP2PAuthPlayer, OnBeginAuthResponse, ValidateAuthTicketResponse_t, m_CallbackBeginAuthResponse );
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const CSteamID m_steamID;
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const HSteamNetConnection m_hServerConnection;
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private:
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uint64 GetGameTimeInSeconds()
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{
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return m_pGameEngine->GetGameTickCount()/1000;
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}
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bool m_bSentTicket;
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bool m_bSubmittedHisTicket;
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bool m_bHaveAnswer;
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uint64 m_ulConnectTime;
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uint64 m_ulTicketTime;
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uint64 m_ulAnswerTime;
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uint32 m_cubTicketIGaveThisUser;
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uint8 m_rgubTicketIGaveThisUser[1024];
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uint32 m_cubTicketHeGaveMe;
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uint8 m_rgubTicketHeGaveMe[1024];
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HAuthTicket m_hAuthTicketIGaveThisUser;
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EBeginAuthSessionResult m_eBeginAuthSessionResult;
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EAuthSessionResponse m_eAuthSessionResponse;
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IGameEngine *m_pGameEngine;
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};
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//-----------------------------------------------------------------------------
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// Purpose: simple wrapper for multiple players
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//-----------------------------------------------------------------------------
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class CP2PAuthedGame
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{
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public:
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CP2PAuthedGame( IGameEngine *pGameEngine );
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void PlayerDisconnect( int iSlot );
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void EndGame();
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void StartAuthPlayer( int iSlot, CSteamID steamID );
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void RegisterPlayer( int iSlot, CSteamID steamID );
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void HandleP2PSendingTicket( const void *pMessage );
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CSteamID GetSteamID();
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void InternalInitPlayer( int iSlot, CSteamID steamID, bool bStartAuthProcess );
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CP2PAuthPlayer *m_rgpP2PAuthPlayer[MAX_PLAYERS_PER_SERVER];
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IGameEngine *m_pGameEngine;
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HSteamNetConnection m_hConnServer;
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};
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